@blink That would be a great shader to have
I wonder if it could be done with a variation of a pixelate shader with every second one being totally black
Dont think i could translate a shader toy example as i dont have janbos expertise but i may be able to mod a pixelate shader
pixelate shader
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define PROCESSING_TEXTURE_SHADER
varying mediump vec2 uvVarying;
uniform sampler2D texture0;
uniform vec2 pixels;
void main(void)
{
vec2 p = uvVarying;
p.x -= mod(p.x, 1.0 / pixels.x);
p.y -= mod(p.y, 1.0 / pixels.y);
vec3 col = texture2D(texture0, p).rgb;
gl_FragColor = vec4(col, 1.0);
}
which would look something like this which deosnt seem to do much, il have a think about it tho
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define PROCESSING_TEXTURE_SHADER
varying mediump vec2 uvVarying;
uniform sampler2D texture0;
uniform vec2 pixels;
void main(void)
{
vec2 p = uvVarying;
p.x -= mod(p.x, 1.0 / pixels.x);
p.y -= mod(p.y, 1.0 / pixels.y);
vec3 col = texture2D(texture0, p).rgb;
float flag=mod(uvVarying.x,2.0);
if (flag==1.0){")
col=vec3(0,0,0);")
}
gl_FragColor = vec4(col, 1.0);
}
fubar